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Old 04-30-2010, 04:14 AM   #1
BuRnInSpartan
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Default Units within range during blink

So i'm trying to make this trigger called shade shift and basically it's blink but whenever you use blink i want it so all units that are in the path of blink become damaged. i've been messing around with this but have been pretty unsuccessful. Any tips? i don't wanna use JASS either.
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Old 04-30-2010, 01:05 PM   #2
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Quote:
Originally Posted by BuRnInSpartan
i don't wanna use JASS either.
This would be next to impossible to do in GUI, yet so easy in JASS. Why do you not want to use it?
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Old 04-30-2010, 02:34 PM   #3
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i just have no idea how to use it lol
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Old 04-30-2010, 04:00 PM   #4
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When you learn Jass, which is required, use LineSegments
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Old 05-02-2010, 01:17 AM   #5
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Trigger:
Collapse events
unit starts the effect of ability
Collapse conditions
ability being cast your_spell
Collapse actions
create dummy_unit at triggering unit spot
add ability a_carrion_swarm_based_ability to last created unit
orden last created unit to carrion_swarm target point of ability being cast)
add 2 seconds expiration to last created unit
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Old 05-02-2010, 01:57 AM   #6
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wow excellent idea. and change the animation of the spell to none i suppose.
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Old 05-02-2010, 02:53 AM   #7
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There are a couple of problems with that solution though. Since the blink spell can be cast on any point between the caster and the max range (let's say 1000), you have to make the carrion swarm have a max distance of 1000. But then if you blink to a point only 300 away from you, the carrion swarm will go the full 1000 distance.
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Old 05-02-2010, 01:05 PM   #8
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line select + dodamage
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Old 05-02-2010, 01:10 PM   #9
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good point about the range. and isn't line select JASS only?
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Old 05-03-2010, 08:08 AM   #10
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JASS is not required for this.

You need to move a dummy unit from point A to point B and enumerate units that are within a certain area of the dummy unit. Add the units that are enumerated to a group and filter out units that are in that group from being enumerated.

Once the dummy has completed it's "line", you'll deal damage to all units that were enumerated in the second group.

It's a little hard to explain, though I really don't like making code in GUI.
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Old 05-03-2010, 12:19 PM   #11
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Quote:
Originally Posted by TheKid
JASS is not required for this.

You need to move a dummy unit from point A to point B and enumerate units that are within a certain area of the dummy unit. Add the units that are enumerated to a group and filter out units that are in that group from being enumerated.

Once the dummy has completed it's "line", you'll deal damage to all units that were enumerated in the second group.

It's a little hard to explain, though I really don't like making code in GUI.

you don't need to move an unit, a simple location (called point in gui) is enough.

but i'll do it in jass, jass waaayy easier to code "complicated" tasks in than gui
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Old 05-04-2010, 12:08 PM   #12
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Yea, there isn't even a need for the dummy unit you can just use coordinates/location like you said. I don't know what I was thinking when I posted.
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Old 05-05-2010, 06:48 PM   #13
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ill yo. i'll give it a try +rep for your help so far. thanks guys.
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Old 05-07-2010, 03:52 PM   #14
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ok. so i got this trigger and the range works like i get the carrion swarm to go exactly to the position of cast however the angle of the cast isn't working out. i've been thinking for a while now about what it is and its got to be how i set up the positions and stuff but i just can't think it out logically. can someone give me a hand.

Trigger:
Shade Shift
Collapse Events
Unit - A unit Starts the effect of an ability
Collapse Conditions
(Ability being cast) Equal to Shade Shift
Collapse Actions
Set ShadeShiftPoint = (Target point of ability being cast)
Point - Move ShadeShiftPoint to offset(((X of (Target point of ability being cast)) - 1000.00), ((Y of (Target point of ability being cast)) - 1000.00))
Unit - Create 1 Ranged Dummy for (Owner of (Casting unit)) at ShadeShiftPoint facing (Target point of ability being cast)
Set ShadeShiftDummy = (Last created unit)
Unit - Hide ShadeShiftDummy
Unit - Add Carrion Swarm to ShadeShiftDummy
Unit - Order ShadeShiftDummy to Undead Dreadlord - Carrion Swarm (Target point of ability being cast)
Unit - Add a 2.00 second Generic expiration timer to ShadeShiftDummy
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Last edited by BuRnInSpartan : 05-07-2010 at 04:39 PM.
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Old 05-07-2010, 10:23 PM   #15
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Trigger:
Unit - Create 1 Ranged Dummy for (Owner of (Casting unit)) at ShadeShiftPoint facing (Angle from (Position of (Casting unit)) to (Target point of ability being cast)) degrees


Math - Angle Between Points


Also that still looks like it'll be really shit, since it's just the point offset by 1000 backwards (actually, it doesn't even look like it's being offset in correct direction but I can't find that GUI function so I can't tell you how to make it work properly, I think you wanna use Polar Projection though). But yeah, if you blink at a point only 300 away from you, the Carrion Swarm would just spawn 700 units behind where you where then move to where you are.. Still kinda crappy.

Last edited by Fledermaus : 05-07-2010 at 10:29 PM.
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